How to disable weapons in certain interiors ? [Rep+] - Printable Version
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+--- Thread: How to disable weapons in certain interiors ? [Rep+] (
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How to disable weapons in certain interiors ? [Rep+] -
NiceWizard - 03.09.2013
Hello ,
Does any1 can help me with interiors ? I want to block/disable weapons in Ammu-Nation so player can't fight with each other inside the shop . I have co-ordinates but don't know how to do that
Does any1 also know how I can close all interiors and have only open the selected one which I choose ? I know I can use -> DisableInteriorEnterExits(); but how I can open the selected interiors which I'm interested in for example Ammu-Nation or any other ?
Every help is appreciated.
I will give Rep+ to people who help me to solve the problem.
Thanks
NiceWizard
Respuesta: How to disable weapons in certain interiors ? [Rep+] -
recor - 04.09.2013
pawn Код:
public OnGameModeInit()
{
AllowInteriorWeapons(0);
return 1;
}
Re : How to disable weapons in certain interiors ? [Rep+] -
Matnix - 04.09.2013
Somethings like that?
pawn Код:
public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
{
if(GetPlayerInterior(playerid) == ID) // Amunation Interior
{
SetPlayerArmedWeapon(playerid, 0);
return 0;
}
return 1;
}
Quote:
Does any1 also know how I can close all interiors and have only open the selected one which I choose ? I know I can use -> DisableInteriorEnterExits(); but how I can open the selected interiors which I'm interested in for example Ammu-Nation or any other ?
|
You will have to use
DisableInteriorEnterExits(); and then creating a pickup who will allow you to teleport to ammunation interioir.
Re: Re : How to disable weapons in certain interiors ? [Rep+] -
NiceWizard - 04.09.2013
Can I do that for multiple shops like this :
pawn Код:
public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
{
if(GetPlayerInterior(playerid) == ID) // Amunation Interior
if(GetPlayerInterior(playerid) == ID) // Different Interior 1
if(GetPlayerInterior(playerid) == ID) // Different Interior 2
{
SetPlayerArmedWeapon(playerid, 0);
return 0;
}
return 1;
}
Will this work like this ?